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Why Exploration Is the Worst Pillar
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<blockquote data-quote="Lanefan" data-source="post: 8379634" data-attributes="member: 29398"><p>I suppose much of the time as a player I play more for the here-and-now, and let the big-picture story take care of itself (in part because half the time I'm not even sure what the big-picture story is or which part of it we're dealing with!).</p><p></p><p>Sure, each individual adventure has its own story - here we're rescuing refugees, there we're destroying a nasty temple, etc. - but that to me is here-and-now stuff, in a campaign that spans literally decades in real time and has built up maybe a dozen of sometimes-interweaving big-picture story arcs.</p><p></p><p>While I know there's variant RPGs where that's the norm, I'm not sure how well it works in practice.</p><p></p><p>Which flies in the face of viewing and interacting with the setting through the eyes of your character. Some numbers, such as stats, serve as player-side informers as to how in general your character would perceive itself and-or be perceived by others. Other numbers, such as DCs, do nothing but hard-code things that in the characters' view would (nearly always) not be anywhere near so cut-and-dried. No need for the players to see those.</p><p></p><p>"Which way does the door open?" is an easy enough question to ask if the DM forgets to tell you; not just push or pull but which side the handle/hinges are on, which can make a difference if characters want to line up their weapon-hand or shield-hand closer to the opening side. (amusing side note: one famous old-school module notes in its default description for dungeon doors that the handle and hinges are always on the left, which read literally means doors in that dungeon are mighty hard to open...)</p><p></p><p>Where I find it cool! Different strokes, I suppose.</p><p></p><p>Ye-es, I see on reading it that 5e has taken out the strength-of-enchantment piece. Another dubious nerf.</p><p></p><p>Thing is, whenever someone suggests changing the rules as a fix you jump on that too.</p><p></p><p>Can't have it both ways. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 8379634, member: 29398"] I suppose much of the time as a player I play more for the here-and-now, and let the big-picture story take care of itself (in part because half the time I'm not even sure what the big-picture story is or which part of it we're dealing with!). Sure, each individual adventure has its own story - here we're rescuing refugees, there we're destroying a nasty temple, etc. - but that to me is here-and-now stuff, in a campaign that spans literally decades in real time and has built up maybe a dozen of sometimes-interweaving big-picture story arcs. While I know there's variant RPGs where that's the norm, I'm not sure how well it works in practice. Which flies in the face of viewing and interacting with the setting through the eyes of your character. Some numbers, such as stats, serve as player-side informers as to how in general your character would perceive itself and-or be perceived by others. Other numbers, such as DCs, do nothing but hard-code things that in the characters' view would (nearly always) not be anywhere near so cut-and-dried. No need for the players to see those. "Which way does the door open?" is an easy enough question to ask if the DM forgets to tell you; not just push or pull but which side the handle/hinges are on, which can make a difference if characters want to line up their weapon-hand or shield-hand closer to the opening side. (amusing side note: one famous old-school module notes in its default description for dungeon doors that the handle and hinges are always on the left, which read literally means doors in that dungeon are mighty hard to open...) Where I find it cool! Different strokes, I suppose. Ye-es, I see on reading it that 5e has taken out the strength-of-enchantment piece. Another dubious nerf. Thing is, whenever someone suggests changing the rules as a fix you jump on that too. Can't have it both ways. :) [/QUOTE]
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